PascalCase struct names

This commit is contained in:
KikooDX 2021-08-15 03:46:49 +02:00
parent a8edfa9091
commit 512adabfda
12 changed files with 71 additions and 71 deletions

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@ -1,13 +1,13 @@
#pragma once
#include <gint/display.h>
struct anim_data;
struct AnimData;
typedef int (anim_function_t)(struct anim_data *data, int init);
typedef int (anim_function_t)(struct AnimData *data, int init);
anim_function_t anim_player_walking;
anim_function_t anim_player_idle;
struct anim_frame
struct AnimFrame
{
/*the image*/
bopti_image_t *source;
@ -17,12 +17,12 @@ struct anim_frame
int w, h;
};
struct anim_data
struct AnimData
{
/*the function to call to update the frame*/
anim_function_t *function;
/*the anim frame*/
struct anim_frame img;
struct AnimFrame img;
/*if the animation needs to move*/
int dx, dy;
/*the direction*/
@ -34,8 +34,8 @@ struct anim_data
};
/*draw the frame*/
void dframe(int x, int y, struct anim_frame const frame);
void dframe(int x, int y, struct AnimFrame const frame);
/*animation for player walking*/
int anim_player_walking(struct anim_data *data, int init);
int anim_player_walking(struct AnimData *data, int init);
/*animation for player doing nothing*/
int anim_player_idle(struct anim_data *data, int init);
int anim_player_idle(struct AnimData *data, int init);

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@ -1,6 +1,6 @@
#pragma once
struct character {
struct Character {
/*the position of the character*/
int x, y;
/*the name*/
@ -10,8 +10,8 @@ struct character {
};
/*draw the dialog of a specified character*/
void draw_dialog(struct character *character);
void draw_dialog(struct Character *character);
/*find the character using the player's position*/
struct character* get_character_xy(struct character *characters[], int x, int y);
struct Character* get_character_xy(struct Character *characters[], int x, int y);
/*get the characters for a specified map*/
struct character** get_map_characters(int id);
struct Character** get_map_characters(int id);

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@ -2,30 +2,30 @@
#define ENGINE_TICK 35
struct game {
struct Game {
/*the current map to display*/
struct map *map;
struct Map *map;
/*the player*/
struct player *player;
struct Player *player;
/*list of all the characters on the map*/
struct character **characters;
struct Character **characters;
/*the background color*/
int background;
};
/*draw the current state of the game*/
void engine_draw(struct game const *game);
void engine_draw(struct Game const *game);
/*draw the map around the player*/
void engine_draw_map_around_player(struct game const *game);
void engine_draw_map_around_player(struct Game const *game);
/*draw the player*/
void engine_draw_player(struct player const *player);
void engine_draw_player(struct Player const *player);
/*move the player to the direction*/
int engine_move(struct game *game, int direction);
int engine_move(struct Game *game, int direction);
/*update the player animation*/
void engine_tick(struct game *game, int dt);
void engine_tick(struct Game *game, int dt);
/*set the background color*/
void engine_set_background(struct game *game, int color);
void engine_set_background(struct Game *game, int color);
/*make an interaction with something*/
void engine_action(struct game const *game, int action);
void engine_action(struct Game const *game, int action);
/*check the current position of the player. To perform action depends of his location*/
void engine_check_position(struct game *game);
void engine_check_position(struct Game *game);

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@ -3,7 +3,7 @@
#include <gint/display.h>
#include "engine.h"
struct map {
struct Map {
/*width, height and the number of layer of the map (max 2)*/
int w, h, nb_layer;
/*the tileset to use*/
@ -24,6 +24,6 @@ enum map_state {
};
/*check if a tile is walkable*/
int map_walkable(struct map const *map, int x, int y);
int map_walkable(struct Map const *map, int x, int y);
/*get the tile under the player*/
int map_get_player_tile(struct game const *game);
int map_get_player_tile(struct Game const *game);

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@ -3,7 +3,7 @@
#include "animation.h"
#include "engine.h"
struct player {
struct Player {
/*current position of the player on the map*/
int x, y;
/*the direction the player facing to*/
@ -14,8 +14,8 @@ struct player {
int show_x, show_y;
/*the current animation*/
int idle;
struct anim_data anim;
struct AnimData anim;
};
/*return the info tile value the player is facing to*/
int player_facing(struct game const *game);
int player_facing(struct Game const *game);

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@ -4,7 +4,7 @@
#include "engine.h"
#include "game.h"
struct sheet
struct Sheet
{
/*the sheet image of the animation*/
bopti_image_t *img;
@ -15,14 +15,14 @@ struct sheet
};
extern bopti_image_t img_spritesheet;
struct sheet const anim_player = {
struct Sheet const anim_player = {
.img = &img_spritesheet,
.frame_w = 16,
.frame_h = 21,
};
static struct anim_frame anim_frame(struct sheet const *sheet, int col, int row) {
struct anim_frame f = {
static struct AnimFrame anim_frame(struct Sheet const *sheet, int col, int row) {
struct AnimFrame f = {
.source = sheet->img,
.left = sheet->frame_w * col,
.top = sheet->frame_h * row,
@ -33,13 +33,13 @@ static struct anim_frame anim_frame(struct sheet const *sheet, int col, int row)
}
/*draw the frame*/
void dframe(int x, int y, struct anim_frame const frame) {
void dframe(int x, int y, struct AnimFrame const frame) {
dsubimage(x, y, frame.source, frame.left, frame.top, frame.w, frame.h,
DIMAGE_NONE);
}
/*animation for player walking*/
int anim_player_walking(struct anim_data *data, int init) {
int anim_player_walking(struct AnimData *data, int init) {
if(init) {
data->function = anim_player_walking;
data->frame = 0;
@ -66,7 +66,7 @@ int anim_player_walking(struct anim_data *data, int init) {
}
/*animation for player doing nothing*/
int anim_player_idle(struct anim_data *data, int init) {
int anim_player_idle(struct AnimData *data, int init) {
if(init) {
data->function = anim_player_idle;
data->frame = 0;
@ -80,4 +80,4 @@ int anim_player_idle(struct anim_data *data, int init) {
data->dy = 0;
data->img = anim_frame(&anim_player, data->dir, data->frame);
return 0;
}
}

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@ -5,7 +5,7 @@
#include "engine.h"
#include "map.h"
struct character character_default = {
struct Character character_default = {
.x = 0,
.y = 0,
.name = "default name",
@ -13,7 +13,7 @@ struct character character_default = {
};
/*draw the dialog of a specified character*/
void draw_dialog(struct character *character) {
void draw_dialog(struct Character *character) {
drect(20,10,370,80,C_WHITE);
dprint(25,20, C_BLACK, "(%d,%d)", character->x, character->y);
dprint(25,40, C_BLACK, "%s", character->name);
@ -31,7 +31,7 @@ void draw_dialog(struct character *character) {
}
/*find the character using the player's position*/
struct character* get_character_xy(struct character *characters[], int x, int y) {
struct Character* get_character_xy(struct Character *characters[], int x, int y) {
int i = 0;
while(strcmp(characters[i]->name,"default name") != 0) {
if(characters[i]->x == x && characters[i]->y == y) return characters[i];
@ -41,16 +41,16 @@ struct character* get_character_xy(struct character *characters[], int x, int y)
}
/*get the characters for a specified map*/
struct character** get_map_characters(int id) {
struct Character** get_map_characters(int id) {
if(id == 1) {
extern struct character character_Tituya;
extern struct character character_Lephenixnoir;
extern struct character character_Tituya2;
extern struct character character_KikooDX;
extern struct character character_Massena;
extern struct character character_PancarteVille;
extern struct Character character_Tituya;
extern struct Character character_Lephenixnoir;
extern struct Character character_Tituya2;
extern struct Character character_KikooDX;
extern struct Character character_Massena;
extern struct Character character_PancarteVille;
static struct character *characters[] = {
static struct Character *characters[] = {
&character_Tituya,
&character_Lephenixnoir,
&character_Massena,
@ -61,6 +61,6 @@ struct character** get_map_characters(int id) {
};
return characters;
}
static struct character *characters[] = {};
static struct Character *characters[] = {};
return characters;
}
}

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@ -9,14 +9,14 @@
#include "character.h"
/*draw the current state of the game*/
void engine_draw(struct game const *game) {
void engine_draw(struct Game const *game) {
dclear(game->background);
engine_draw_map_around_player(game);
engine_draw_player(game->player);
}
/*draw the map around the player*/
void engine_draw_map_around_player(struct game const *game) {
void engine_draw_map_around_player(struct Game const *game) {
const int level_width = game->map->w;
const int taillemap = game->map->w * game->map->h;
const int posx = game->player->show_x;
@ -90,13 +90,13 @@ void engine_draw_map_around_player(struct game const *game) {
}
/*draw the player*/
void engine_draw_player(struct player const *player) {
void engine_draw_player(struct Player const *player) {
dframe(player->show_x * 16, player->show_y * 16 - 5, player->anim.img); //draw the player 5 pixel up
dprint(1,1,C_BLACK,"%d:%d",player->x, player->y);
}
/*move the player to the direction*/
int engine_move(struct game *game, int direction) {
int engine_move(struct Game *game, int direction) {
int dx = (direction == DIR_RIGHT) - (direction == DIR_LEFT);
int dy = (direction == DIR_DOWN) - (direction == DIR_UP);
@ -119,7 +119,7 @@ int engine_move(struct game *game, int direction) {
}
/*update the player animation*/
void engine_tick(struct game *game, int dt) {
void engine_tick(struct Game *game, int dt) {
game->player->anim.duration -= dt;
if(game->player->anim.duration <= 0) {
@ -128,12 +128,12 @@ void engine_tick(struct game *game, int dt) {
}
/*set the background color*/
void engine_set_background(struct game *game, int color) {
void engine_set_background(struct Game *game, int color) {
game->background = color;
}
/*make an interaction with something*/
void engine_action(struct game const *game, int action) {
void engine_action(struct Game const *game, int action) {
if(action == ACTION_SHIFT) {
if(player_facing(game) == TILE_CHARACTER) {
int direction = game->player->direction;
@ -145,11 +145,11 @@ void engine_action(struct game const *game, int action) {
}
/*check the current position of the player. To perform action depends of his location*/
void engine_check_position(struct game *game) {
void engine_check_position(struct Game *game) {
int player_curr_tile = map_get_player_tile(game);
if(player_curr_tile == TILE_DOOR) {
engine_set_background(game, C_BLACK);
} else {
engine_set_background(game, C_WHITE);
}
}
}

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@ -24,4 +24,4 @@ int get_inputs(void) {
if(key == KEY_SHIFT) return ACTION_SHIFT;
if(key == KEY_ALPHA) return ACTION_ALPHA;
}
}
}

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@ -10,9 +10,9 @@
#include <gint/timer.h>
#include <gint/clock.h>
extern struct map map_1;
extern struct Map map_1;
struct map *maps[] = {
struct Map *maps[] = {
&map_1,
};
@ -23,7 +23,7 @@ static int callback_tick(volatile int *tick) {
int main(void) {
/*Structure definition*/
struct player player = {
struct Player player = {
.x = 32,
.y = 30,
.show_x = 12,
@ -34,7 +34,7 @@ int main(void) {
};
player.idle = !anim_player_idle(&player.anim, 1);
struct game game = {
struct Game game = {
.map = maps[0],
.player = &player,
.background = C_WHITE
@ -67,4 +67,4 @@ int main(void) {
if(t >= 0) timer_stop(t);
return 0;
}
}

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@ -3,13 +3,13 @@
#include "player.h"
/*check if a tile is walkable*/
int map_walkable(struct map const *map, int x, int y) {
int map_walkable(struct Map const *map, int x, int y) {
int tile = map->info_map[x + map->w * y];
if(x < 0 || x > map->w-1 || y < 0 || y > map->h-1) return 0;
return (tile != TILE_SOLID && tile != TILE_CHARACTER);
}
/*get the tile under the player*/
int map_get_player_tile(struct game const *game) {
int map_get_player_tile(struct Game const *game) {
return game->map->info_map[game->player->x + game->map->w * game->player->y];
}
}

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@ -7,7 +7,7 @@
return the info tile value the player is facing to
TILE_SOLID by default (out of bound)
*/
int player_facing(struct game const *game) {
int player_facing(struct Game const *game) {
int direction = game->player->direction;
int dx = (direction == DIR_RIGHT) - (direction == DIR_LEFT);
int dy = (direction == DIR_DOWN) - (direction == DIR_UP);
@ -20,4 +20,4 @@ int player_facing(struct game const *game) {
return game->map->info_map[index];
}
return TILE_SOLID;
}
}